#include #include #include #include #include using namespace crepe; using namespace std; int main() { // Create a few GameObjects try { GameObject body(0, "body", "person", Point{0, 0}, 0, 1); GameObject right_leg(1, "rightLeg", "person", Point{1, 1}, 0, 1); GameObject left_leg(2, "leftLeg", "person", Point{1, 1}, 0, 1); GameObject right_foot(3, "rightFoot", "person", Point{2, 2}, 0, 1); GameObject left_foot(4, "leftFoot", "person", Point{2, 2}, 0, 1); // Set the parent of each GameObject right_foot.set_parent(right_leg); left_foot.set_parent(left_leg); right_leg.set_parent(body); left_leg.set_parent(body); // Adding a second Transform component is not allowed and will invoke an exception body.add_component(Point{10, 10}, 0, 1); } catch (const exception & e) { cerr << e.what() << endl; } // Get the Metadata and Transform components of each GameObject ComponentManager & mgr = ComponentManager::get_instance(); vector> metadata = mgr.get_components_by_type(); vector> transform = mgr.get_components_by_type(); // Print the Metadata and Transform components for (auto & m : metadata) { cout << "Id: " << m.get().GAME_OBJECT_ID << " Name: " << m.get().name << " Tag: " << m.get().tag << " Parent: " << m.get().parent << " Children: "; for (auto & c : m.get().children) { cout << c << " "; } cout << endl; } for (auto & t : transform) { cout << "Id: " << t.get().GAME_OBJECT_ID << " Position: [" << t.get().position.x << ", " << t.get().position.y << "]" << endl; } return 0; }